Follow-up Comment #9, bug #15001 (project freeciv): > Swamp are not tropical, they can be anywhere, I think that's a > mistake to set a such property for them. > > Why civ1 and civ2 ruleset does have the same changes?
I did consider swamps as 'tropical' terrain and therefore also changed these rulesets. After I looked into the wikipedia I found that swamps are also possible in colder areas. As example I found the Great Vasyugan Mire (see http://whc.unesco.org/en/tentativelists/5114/) with an average temperature of -1.1°C. So swamps are possible within NFROZEN terrains. The changes to the terrain.ruleset file are results from checking the debug output of pick_terrain(). If this function has to drop the prefer and avoid requirements for a lot of tiles something seems to be wrong. The main debug line I got, was pick_terrain(target: MG_FOLIAGE, [dropping prefer: MG_TEMPERATE], avoid: MG_LAST) Therefor, I added 'property_temperate = 50' to terrain forest. The other changes are done to set swamps to tropical (see above) and to allow more forests (see statistics). I think this changes are mostly included within the patch for bug #15255. _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?15001> _______________________________________________ Nachricht geschickt von/durch Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freecivfirstname.lastname@example.org https://mail.gna.org/listinfo/freeciv-dev